Is it possible to add a military submarket to an already generated market?
I've also wondered about this, and I think it might be possible with runcode, but I have no idea what kind of reference or how to write out the line to enact it.
Looking through Exerelin, there's a "submarkets.csv" which lists several different ones including exerelin_prismMarket, open_market, black_market, and generic_military which has the description:
"Trade with $theFaction military base.
Weapons and other military hardware can be bought and sold here even if they're illegal on the open market. A commission and better standing with $theFaction results in higher-grade hardware being available.
Will buy locally illegal goods as part of a no-questions-asked buyback program.
Selling enough of a commodity will temporarily resolve a shortage."
So that's definitely it. And, no, in case you're wondering "addcondition" and "addindustry" doesn't work. But you should be able to somehow add it. Someone that knows more about how runcode works could probably decipher it.
I'm also interested, too, because none of my own colonies have military markets and it would be nice to have them to stock up on weapons and marines/crew occasionally. I mean, it would make sense, especially if they already have a military base on them.